rplayer | Play streaming radio HTML5 .mp3 & .m3u8 | Audio Utils library
kandi X-RAY | rplayer Summary
kandi X-RAY | rplayer Summary
rPlayer is a player play streaming radio, this player, offers the possibility to change different audio format. Example: .m3u8, .mp3, .aac.
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QUESTION
Few days ago I coded a mini game to learn socket and threading. When I run my game server and client on windows it just works perfectly but when I moved my server file to my test server it gives me this pickle error:
...ANSWER
Answered 2020-Aug-14 at 18:40Your code includes
QUESTION
This script was made to compare player tags and determine if they are active (clones) and select an active clone and rename Rplayer to random players name. But It seems to get stuck on the second random select if a player isn't active. I receive Debug.log (Rplayer 2) Debug.Log (Player tag 1) I have tried swapping it around so it's if (! = null) and rebuilding the code but still no luck same thing. Any Ideas? I feel like I'm just looking at this wrong.
...ANSWER
Answered 2020-Jan-09 at 20:33Going off of this comment:
So I'll try and explain this sorry if it takes 2 comment boxes. You start the game there is an option for 4 players 2 are always active, player 1 player 2. Player 3 and 4 are options to turn on and off, What i'm doing is trying to display an alert when a player lands on a spot <-- Works. The displayed Alert Will get the players name that landed on the spot and enter it into the alert. it then needs to check if player 3 or 4 is active and randomly select 1 player that is not the player who landed on the spot. then activate the alert if (message == 1) { yield return MessageAlert.instance.DisplayAlert(player.name + "Trade Spaces with " + rplayer1.name, Color.blue);
Assuming each player in the game has a Player.cs script attached to it (or something similar), this should be fairly straightforward. Rather than managing players with tags and ids, we can manage the references directly.
First, let's create a method that selects another random player that is NOT the one that landed on the spot. This script can be made as a singleton, or even just attached to the spot.
QUESTION
I am trying to write a Space Invaders game in pygame, but I cannot get the player to move right. Moving left works fine however.
My code for the Sprite and Player classes are:
...ANSWER
Answered 2018-Dec-04 at 12:05All of the fields stored in a pygame Rect are integers, but you are adding or substracting a fraction (0.5). My best guess is that when you subtract 0.5 from the x coordinate, it goes from (say) 112 to 111.5 and gets truncated to 111, so you move left one pixel. But if you add 0.5, it goes from 112 to 112.5 and gets truncated back to 112, so you don't move at all. I would suggest using whole numbers only.
QUESTION
I am working on a game and i want to put the border collisions into a function to easily run. The function updates the co-ordinates so it cant move it off the screen but does not share these updated co-ordinates with the other function. So I cant move the image to it's new position. Please Help!
...ANSWER
Answered 2018-Sep-09 at 06:33def main():
town = "Pyllet Town"
side = "front"
if town == "Pyllet Town":
x = 500
y = 200
while True:
screen.fill(white)
screen.blit(grass, (0,0))
screen.blit(sForest, (0,0))
screen.blit(sForest, (1300,0))
screen.blit(rfStrip, (140,775))
screen.blit(house1, (300,150))
screen.blit(house1, (900,150))
screen.blit(house2, (300,250))
screen.blit(house3, (900,250))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.VIDEORESIZE:
surface = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
backpack()
x,y = collide(x,y,"border")
x,y,side = move(x,y,side)
pygame.display.update()
QUESTION
I have initialized this Game() constructor in my main method that takes 2 interfaces as parameters:
...ANSWER
Answered 2018-Jun-16 at 10:56Your issue is about the second declaration the signature didn't match to the interface : this compile :
QUESTION
I am trying to add user to the real-time database in Firebase using their auth UID
as the child node.
I have been using this question as a guide:
The users get added when I run the project in debug mode. The app crashes however when I run it normally. The error I am getting is a null pointer exception.
Here is my code:
...ANSWER
Answered 2018-Jan-19 at 17:31By using the onAuthStateChanged
I was able to get the current users UID
and use it as the child node for the User object.
Code:
QUESTION
I added collision to my game but I have a problem. But first I´ll give you some background.
I have this:
...ANSWER
Answered 2018-Jan-14 at 21:37Your problem is that you are breaking all the laws of game collisions.
Note this is all a little tongue in cheek but nevertheless valuable advice
The 5 laws.- Never ever move to a position inside an obstacle... ever!
- To move from here to there you move over all the points between.
- You can only hit one thing at a time, and it will always be the closest to where you are.
- Every collision creates a new direction with a new destination.
- A journey takes time, always complete the journey.
If the object ends up inside something you are in an impossible situation, there is no mathematical solution, you can not move through solid mater. You must never break this law, all the other laws can be bent a little, but break the first law and you have a bug in the game.
Laws 2 & 3;Think of the real world, when you move you move along a path. If something is in your way you can not move through it. In a game you render the scene as a sequence of frames, and when you move the character from one point to the next, you are using teleportation. You can't do that, you must create a path and test if that path intersects any obstacles, if you skip an obstacle you may end up breaking the first law (you can't do that).
The obstacle closest to the start of the path is the one you will always hit first.
Laws 4 & 5;When you hit an obstacle you will bounce off of it, that will change the direction and the path you are traveling along. In the game you are animating at 60 frames a second. That means that the journey is 16,667 millisecond long, if you hit something it will be at some time between the frames. You must move to that point in time.
So now you have hit an obstacle at some time between the frames and have a new direction and a new destination. You also have the remaining time till the next frame. To complete the journey you must do it all again. To complete the journey you must do every collision until you have traveled the 16,667 millisecond in time to the next frame.
There can be many collisions between framesFrom one frame to the next you can have many collisions, if you don't do every one of them, in the correct order, you will end up getting stuck, or moving unnaturally, or worse and break the first law.
Some demosSome posts with examples on collisions. The first two are what I think you are looking for.
- AABB platform character collisions
- AABB rectangle finding the first collision along a path to use the demo follow the instructions, but draw a small box at the start or there is no room to move.
- Rectangle Or Ball basic collisions
- Quick test is point inside rotated rectangle
- Breaking the first law Unstoppable force meets unbreakable object. Though not applicable the demo can be used to illustrate how breaking the first law destroys the illusion that objects are solid.
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